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roll20-character-sheets-tester/GURPS/translation.json
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Ken fc138c411b gurps
Issue #35 Initial development of roll modifiers modal box.
2020-07-05 23:21:34 -07:00

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{
"sheet-roll-modifier-option": "Roll Modifier Option",
"sheet-roll-modifier-option-desc": "Select the modifier option to use when clicking a dice roll icon on the character sheet.",
"sheet-chat-roll-display-option": "Chat Roll Display",
"sheet-chat-roll-dislpay-option-desc": "Select how rolls are display in chat window. <b>Private Skill Levels <em>deprecated</em></b> will default to private, since it doesn't work with rolltemplates.",
"sheet-basic-speed-button-option": "Basic Speed Button Option",
"sheet-basic-speed-button-option-desc": "Select how the basic speed button is displayed in chat window.",
"sheet-enter-unspent-points": "Enter unspent points",
"sheet-enter-unspent-points-desc": "If checked, show text box for unspent points. If unchecked, unspent points is calculated from Total Points text box.",
"sheet-use-malfunction": "Use malfunction",
"sheet-use-malfunction-desc": "If checked, rolltable will check for malfunction.",
"sheet-damage-dice-icon": "Damage Dice Icon",
"sheet-damage-dice-icon-desc": "Select icon to use for damage dice.",
"sheet-attribute-mods-option": "Attribute Modifications",
"sheet-attribute-mods-option-desc": "Select option on how to apply modifications to attributes.",
"sheet-critical-successes-option": "Critical Successes",
"sheet-critical-successes-option-desc": "Select option to determine critical success on a skill roll on rolltemplates.",
"sheet-show-damage-type-notes": "Show Damage Type Notes",
"sheet-show-damage-type-notes-desc": "If checked, damage type notes will be added to the damage roll table.",
"sheet-damage-type-note-spec": "Damage Type Note Special",
"sheet-damage-type-note-spec-desc": "Enter notes for Special damage type.",
"sheet-penalty-per-spell-on": "Penalty for each spell ON",
"sheet-penalty-per-spell-on-desc": "Enter a negative integer for the penalty.",
"sheet-penalty-per-spell-maintained": "Penalty for each spell MAINTAINED",
"sheet-penalty-per-spell-maintained-desc": "Recoil for Fragmentation Damage.",
"sheet-fragmentation-recoil": "Fragmentation Recoil",
"sheet-point-summary-layout-option": "Point Summary Layout",
"sheet-point-summary-layout-option-desc": "Select option on how to display the Point Summary Table.",
"sheet-show-old-techniques": "Show Original Techniques Table",
"sheet-show-old-techniques-desc": "If checked, original techniques table will be visible.",
"sheet-show-new-techniques": "Show Revised Techniques Table",
"sheet-show-new-techniques-desc": "If checked, revised techniques table will be visible.",
"sheet-show-raw-defense=notes": "Show Active Defense Notes",
"sheet-show-raw-defense=notes-desc": "If checked, show Rules as Written (RAW) for Active Defense success/fail notes.",
"sheet-style-option": "Sheet Style",
"sheet-style-desc": "Select a visual style for the character sheet.",
"roll-modifiers-heading": "Roll Modifiers",
"to-roll-label": "To Roll",
"max-skill-9-label": "Max skill of 9",
"announcements": "Announcements",
"sheet-version-title": "GURPS Character Sheet Version:",
"hide-until-next-update": "Hide until next update",
"view-all-updates": "View All Updates",
"tab-general": "General",
"tab-traits": "Traits",
"tab-bio-misc": "Bio\\Misc",
"tab-skills": "Skills",
"tab-combat": "Combat",
"tab-inventory": "Inventory",
"tab-grimoire": "Grimoire",
"tab-updates": "Updates",
"attributes-label": "Attributes",
"abbreviation-modifier-label": "MOD",
"attributes-modifier-tooltip": "\nA modifier that will be applied to your <br>\nattribute. All derived attributes draw their<br>\nbase from your unmodified attributes.<br>\nTherefore this MOD will generally only<br> \naffect direct attribute rolls and skill rolls.\n\t\t\t\t\t\t\t",
"abbreviation-character-points-label": "Pts",
"abbreviation-strength": "ST",
"attributes-strength-tooltip": "\nStrength 10pts/level - Unmodified <span name=\"attr_strength_base\"></span><br>\nCost reduced by -10% (Max -80%) per SM+1 (B15)\n\t\t\t\t\t\t\t\t",
"abbreviation-dexterity": "DX",
"attributes-dexterity-tooltip": "Dexterity 20pts/level - Unmodified:",
"abbreviation-intelligence": "IQ",
"attributes-intelligence-tooltip": "Intelligence 20pts/level -Unmodified:",
"will-label": "WILL",
"abbreviation-health": "HT",
"attributes-health-tooltip": "Health 10pts/level - Unmodified:",
"abbreviation-perception": "Per",
"attributes-perception-tooltip": "\nPerception: Based on Intelligence<br>\n5pts/level<br>\nCheck the box to whisper perception roll to GM.<br>\nUnmodified: <span name=\"attr_perception_base\"></span>\n\t\t\t\t\t\t\t\t\t",
"attribute-vision": "Vision",
"attributes-vision-tooltip": "\nVisual Perception<br>\nBased on Perception<br>\n2pts/level<br>\nUnmodified: <span name=\"attr_vision_base\"></span>\n\t\t\t\t\t\t\t",
"attribute-hearing": "Hearing",
"attribute-hearing-tooltip": "\nAudio Perception<br>\nBased on Perception<br>\n2pts/level<br>\nUnmodified: <span name=\"attr_hearing_base\"></span>\n\t\t\t\t\t\t\t",
"attribute-smell": "Smell",
"attribute-smell-tooltip": "\nSmell &amp; Taste Perception (B35)<br>\nBased on Perception<br>\n2pts/level<br>\nUnmodified: <span name=\"attr_taste_smell_base\"></span>\n\t\t\t\t\t\t\t",
"attribute-touch": "Touch",
"attribute-touch-tooltip": "\nTouch Perception<br>\nBased on Perception<br>\n2pts/level<br>\nUnmodified: <span name=\"attr_touch_base\"></span>\n\t\t\t\t\t\t\t",
"attribute-will": "Will",
"attribute-will-tooltip": "\nWillpower<br>\nBased on Intelligence<br>\n5pts/level<br>\nUnmodified: <span name=\"attr_willpower_base\"></span>\n\t\t\t\t\t\t\t",
"attribute-fright": "Fright",
"attribute-fright-tooltip": "\nFright Check (B360)<br>\nBased on Willpower<br>\n2pts/level<br>\nUnmodified: <span name=\"attr_fear_check_base\"></span>\n<br>\nSee extensive list of Modifiers B360 &amp; GURPS Horror p139-142.\n\t\t\t\t\t\t\t",
"abbreviation-threshold": "Thresh",
"attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses <strong>Rule of 14</strong> (B360). By default this value is 13.<br>\nThis means that a roll of 14 or more is automatically a failure.<br>\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15 <br>\n(Power Ups 2, p13).<br>\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this<br>\nto be useful, of course!<br>\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and<br>\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t",
"fright-check-label": "Fright Check",
"attribute-unstun": "Unstun",
"attribute-unstun-tooltip": "\nRecover from physical stun, based on Health.<br>\nRoll at the end of your turn after Do Nothing <br>\nHigh Pain Threshold +3 to check<br>\nLow Pain Threshold -3 to check\n\t\t\t\t\t\t\t",
"abbreviation-knock-down": "K Down",
"attribute-knock-down-tooltip": "\nKnockdown &amp; Stunning Check, based on Health.<br>\nRoll: <br>\nWhenever you suffer a major wound. B420<br>\nWhenever you are struck in the head (skull, face, or eye) or<br>\nvitals for enough injury to cause a shock penalty,<br>\nYou must make an immediate HT roll to avoid knockdown and stunning. <br>\n<i>&gt;Modifiers:</i> <br>\n-5 for a major wound to the face or vitals (or to the groin, on a humanoid male).<br>\n-10 for a major wound to the skull or eye. <br>\n+3 High Pain Threshold<br>\n-4 Low Pain Threshold\n\t\t\t\t\t\t\t",
"abbreviation-unconscious": "Unc.",
"attribute-unconscious-check-tooltip": "\nUnconscious Check, based on Health<br>\nIf HP zero or less, roll per turn to take an Active Action.<br>\n-1 per full multiple of HP below zero.<br>\nHard/Easy to Subdue: Gives +/- per level to Unconscious Check<br>\nFit +1 to Unc. Check . Very Fit +2 to Unc. Check\n\t\t\t\t\t\t\t",
"abbreviation-death-check": "Death",
"attribute-death-check-tooltip": "\nDeath Check, based on Health.<br>\nOn damage taken: Immediately Roll a Death Check if you are<br>\nat-1xHP or more.<br>\nRoll again each time you suffer injury equal to a further<br>\nmultiple of your HP. (-2xHP, -3xHP, -4xHP) <br>\nImmediate Death at -5xHP<br>\nHard/Easy to Kill: Gives +/- per level to a Death Check<br>\nFit +1 to Death Check . Very Fit +2 to Death Check\n\t\t\t\t\t\t\t",
"speed-label": "Speed",
"attribute-speed-tooltip": "\nBasic Speed<br>\nBased on Health and Dexterity<br>\n5pts/0.25<br>\nUnmodified: <span name=\"attr_basic_speed_base\"></span>\n\t\t\t\t\t\t\t",
"attribute-move": "Move",
"attribute-move-tooltip": "\nBasic Move - Based on Basic Speed - 5pts/level - Unmodified: <span name=\"attr_basic_move_base\"></span><br>\nNote: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
"abbreviation-enhanced": "Enhncd",
"attribute-enhanced-ground-move-tooltip": "\nEnhanced ground move. \n<br>\n10pts per half level. Can use up|down arrow keys\n<br>\nLevel: <span name=\"attr_enhanced_ground_move_multiple\"></span>\n\t\t\t\t\t\t\t",
"attribute-dodge": "Dodge",
"attribute-dodge-tooltip": "\nDodge - Based on Basic Speed - Unmodified: <span name=\"attr_dodge_base\"></span><br>\nNote: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)\n\t\t\t\t\t\t\t",
"abbreviation-lifting-strength": "Lift ST",
"attribute-lifting-strength-tooltip": "\nLifting Strength (B65)<br>\nBased on Strength 3pts/level<br>\nUnmodified: <input class=\"sheet-inline\" type=\"number\" name=\"attr_lift_st_base\" readonly=\"readonly\">\n\t\t\t\t\t\t\t",
"attribute-lift": "Lift",
"attribute-basic-lift-tooltip": "Basic Lift Table B17, in pounds. (B15)",
"attribute-striking": "Striking",
"attribute-striking-strength-tooltip": "\nStriking Strength<br>\nBased on Strength<br>\n5pts/level<br>\nUnmodified: <input class=\"sheet-inline\" type=\"number\" name=\"attr_striking_st_base\" readonly=\"readonly\">\n\t\t\t\t\t\t\t",
"attribute-thrust": "Thrust",
"attribute-thrust-damage-table": "\n\t\t\t\t\t\t\t\tThrust Damage<br>\n\t\t\t\t\t\t\t\t<div>See B16 for the complete table.</div>\n\t\t\t\t\t\t\t\t<table>\n\t\t\t\t\t\t\t\t\t<thead><tr><th>Strength</th><th>Thrust</th></tr></thead>\n\t\t\t\t\t\t\t\t\t<tbody>\n\t\t\t\t\t\t\t\t\t\t<tr><td>1</td><td>1d6-6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>2</td><td>1d6-6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>3</td><td>1d6-5</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>4</td><td>1d6-5</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>5</td><td>1d6-4</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>6</td><td>1d6-4</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>7</td><td>1d6-3</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>8</td><td>1d6-3</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>9</td><td>1d6-2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>10</td><td>1d6-2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>11</td><td>1d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>12</td><td>1d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>13</td><td>1d6</td></tr>\n\t\t\t\t\t\t\t\t\t</tbody>\n\t\t\t\t\t\t\t\t</table>\n\t\t\t\t\t\t\t\t<table>\n\t\t\t\t\t\t\t\t\t<thead><tr><th>Strength</th><th>Thrust</th></tr></thead>\n\t\t\t\t\t\t\t\t\t<tbody>\n\t\t\t\t\t\t\t\t\t\t<tr><td>14</td><td>1d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>15</td><td>1d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>16</td><td>1d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>17</td><td>1d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>18</td><td>1d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>19</td><td>2d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>20</td><td>2d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>21</td><td>2d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>22</td><td>2d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>23</td><td>2d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>24</td><td>2d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>25</td><td>2d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>26</td><td>2d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t</tbody>\n\t\t\t\t\t\t\t\t</table>\n\t\t\t\t\t\t\t",
"attribute-swing": "Swing",
"attribute-swing-damage-table": "\n\t\t\t\t\t\t\t\tSwing Damage<br>\n\t\t\t\t\t\t\t\t<div>See B16 for the complete table.</div>\n\t\t\t\t\t\t\t\t<table>\n\t\t\t\t\t\t\t\t\t<thead><tr><th>Strength</th><th>Swing</th></tr></thead>\n\t\t\t\t\t\t\t\t\t<tbody>\n\t\t\t\t\t\t\t\t\t\t<tr><td>1</td><td>1d6-5</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>2</td><td>1d6-5</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>3</td><td>1d6-4</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>4</td><td>1d6-4</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>5</td><td>1d6-3</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>6</td><td>1d6-3</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>7</td><td>1d6-2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>8</td><td>1d6-2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>9</td><td>1d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>10</td><td>1d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>11</td><td>1d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>12</td><td>1d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>13</td><td>2d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t</tbody>\n\t\t\t\t\t\t\t\t</table>\n\t\t\t\t\t\t\t\t<table>\n\t\t\t\t\t\t\t\t\t<thead><tr><th>Strength</th><th>Swing</th></tr></thead>\n\t\t\t\t\t\t\t\t\t<tbody>\n\t\t\t\t\t\t\t\t\t\t<tr><td>14</td><td>2d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>15</td><td>2d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>16</td><td>2d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>17</td><td>3d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>18</td><td>3d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>19</td><td>3d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>20</td><td>3d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>21</td><td>4d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>22</td><td>4d6</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>23</td><td>4d6+1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>24</td><td>4d6+2</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>25</td><td>5d6-1</td></tr>\n\t\t\t\t\t\t\t\t\t\t<tr><td>26</td><td>5d6</td></tr>\n\t\t\t\t\t\t\t\t\t</tbody>\n\t\t\t\t\t\t\t\t</table>\n\t\t\t\t\t\t\t",
"stats-title": "Stats",
"value-title": "Value",
"abbreviation-maximum-hit-points": "Max HP",
"maximum-hit-poits-tooltip": "\nHit Points - Based on Strength - 2pts/level<br>\nCost reduced by -10% per SM+1 (B15)\n\t\t\t\t\t\t\t\t\t",
"abbreviation-current-hit-points": "Current HP",
"current-hit-points-tooltip": "\nCurrent Hit Points<br>\nWhen your HP is low, you take penalties. (B419)\n\t\t\t\t\t\t\t\t\t",
"current-hit-points-reeling": "Reeling: If your HP is less than",
"current-hit-points-reeling-description": "\n- Halve Move and Dodge (round up) (B419)<br>\n- These effects are cumulative with FP loss. See GURPS FAQ: 3.4.5.7<br>\t\t\t\t\t\t\t\t\t\t\t\t\n- Note: This sheet automatically calculates that for you and adjusts those values.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
"current-hit-points-collapse": "Verge of Collapse",
"current-hit-points-collaps-description": "\n- Roll every turn @{VS} HT or fall unconscious.<br>\n- Your HT roll is at -1 for every 1xHP you are below 0.<br>\n- If you do nothing, and don't defend, you don't have to roll.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
"current-hit-points-verge-of-death": "Verge of Death",
"current-hit-points-verge-of-death-description": "\n- Roll once @{VS} HT to stay alive.<br>\n- If you fail by 1 or 2 you are mortally wounded, but not dead. (B423)<br>\n- Roll again every time you take injury that puts you below<br>\nanother multiple of your max HP.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
"current-hit-points-death": "Death",
"current-hit-points-death-description": "- You are dead.",
"current-hit-points-total-destruction": "Total Destruction",
"current-hit-points-total-destruction-description": "- Your body has been destroyed beyond recognition or resurrection.",
"hit-points-half-move-tooltip": "Move and Dodge is halved due to hit point loss. See B419.\n\t\t\t\t\t\t\t\t\t\t",
"hit-points-fatigue-quartered-move": "Move and Dodge is quartered due to hit point and fatigue loss. See B419.",
"abbreviation-maximum-fatigue-points": "Max FP",
"maximum-fatigue-points-tooltip": "\n\tFatigue Points<br>\n\tBased on Health<br>\n\t3pts/level\n\t\t\t\t\t\t\t\t\t",
"abbreviation-current-fatigue-points": "Current FP",
"current-fatigue-points-tool-tip": "\nCurrent Fatigue Points<br>\nWhen your FP is low you take penalties. (B426)\n\t\t\t\t\t\t\t\t\t",
"fatigue-points-tired-label": "Tired: If your FP is less than",
"fatigue-points-tired-description": "\n- Halve your Move, Dodge, and ST (round up) (B426)<br>\n- These effects are cumulative with HP loss. See GURPS FAQ: 3.4.5.7<br>\n- Note: This sheet automatically calculates that for you and adjusts<br>\nthose values – This does not affect ST-based quantities,<br>\nsuch as HP and damage. (B426)\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
"verge-of-collapse-label": "Verge of Collapse",
"verge-of-collapse-description": "\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- If you suffer further fatigue, each FP you lose also causes 1 HP of injury. (B426)<br>\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- Roll against Will to do anything besides rest or talk.<br>\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- If you fail your Will roll, you fall unconscious.<br>\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t- On a critical failure, roll @{VS} HT or suffer a heart attack.\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
"unconscious-label": "Unconscious: When your FP is",
"unconscious-description": "\n- Immediately fall unconscious<br>\n- FP can't drop any lower, but you still lose HP.<br>\n- You regain consciousness at 0 FP\n\t\t\t\t\t\t\t\t\t\t\t\t\t",
"abbreviation-move-strength": "MV/ST",
"half-move-strength-tooltip": "\nMove, Dodge, and ST are halved due to fatigue loss. See B426.<br>\nAffects ST roll and using weapons with minimum ST.\n\t\t\t\t\t\t\t\t\t\t",
"half-strength-tooltip": "\nST is halved due to fatigue loss. See B426.<br>\nAffects ST roll and using weapons with minimum ST.\n\t\t\t\t\t\t\t\t\t\t",
"abbreviation-maximum-energy-reserve": "Max ER",
"maximum-energy-reserve-tooltip": "\nEnergy Reserve<br>\nSee Dungeon Fantasy 3, pg39 - Introduced<br>\nSee Powers, pg119 – More detailed<br>\n\t\t\t\t\t\t\t\t\t",
"abbreviation-current-energy-reserve": "Current ER",
"current-energy-reserve-tooltip": "\nCurrent Energy Reserve<br>\nSee Dungeon Fantasy 3, pg39 - Introduced<br>\nSee Powers, pg119 – More detailed\n\t\t\t\t\t\t\t\t\t",
"custom-pools-heading": "Custom Pools",
"custom-pools-tooltip": "\nAdd additional energy pools. Enter a name of the pool, max number points, cost in character points, and the current points of pool.<br>\nExamples include:<br>\n<strong>RP</strong> (Radiation Threshold Points), see After the End 1, p24. (ST + HT)/2, round down.<br>\n<strong>LFP</strong> (Long Term Fatigue Points), see After the End 1, p24.\n\t\t\t\t\t\t\t\t\t",
"custom-pool-current-points-label": "Current",
"lifting-moving-label": "Lifting &amp; Moving",
"lifting-moving-tooltip": "For more information see B14.",
"weight-label": "Weight",
"simple-lift-label": "Simple Lift",
"simple-lift-heading-tooltip": "\nThe weight the character can lift overhead<br>\nwith one hand in one second.\n\t\t\t\t\t\t\t\t\t",
"one-handed-lift-label": "One-Handed Lift",
"one-handed-lift-tooltip": "\nThe weight the character can lift overhead<br>\nwith one hand in two seconds.\n\t\t\t\t\t\t\t\t\t",
"two-handed-lift-label": "Two-Handed Lift",
"two-handed-lift-tooltip": "\nThe weight the character can lift overhead<br>\nwith both hands in four seconds.\n\t\t\t\t\t\t\t\t\t",
"shove-and-knock-over-label": "Shove &amp; Knock Over",
"shove-and-knock-over-tooltip": "\nThe weight of an object the character can<br>\nshove and knock over.\n\t\t\t\t\t\t\t\t\t",
"abbreviation-running-shove-knock-over": "Running Shove &amp; KO",
"running-shove-knock-over-tooltip": "\nThe weight of an object the character can<br>\nshove and knock over with a running start.\n\t\t\t\t\t\t\t\t\t",
"carry-on-back-label": "Carry On Back",
"carry-on-back-tooltip": "\nThe weight the character can carry slung<br>\nover his/her back.\n\t\t\t\t\t\t\t\t\t",
"shift-slightly-label": "Shift Slightly",
"shift-slightly-tooltip": "\nThe weight of an object that the character<br>\ncan shift slightly on a floor.\n\t\t\t\t\t\t\t\t\t",
"notes-label": "Notes",
"encumbrance-label": "Encumbrance",
"load-label": "Load",
"encumbrance-move-score-tooltip": "\nNote: The Move score automatically adjusts for Encumbrance<br>\nand for HP and/or FP loss below 1/3. (B419, B426)<br />\n<b>STEP:</b> The number in parentheses is the step distance.",
"abbreviation-enhanced-move-label": "ENH MOVE",
"enhanced-move-tooltip": "Enhanced ground move.<br /><b>STEP:</b> The number in parentheses is the step distance.",
"air-label": "Air",
"air-tooltip": "Air/Flying move.<br /><b>STEP:</b> The number in parentheses is the step distance.",
"water-label": "Water",
"water-tooltip": "Water/Swimming move.<br /><b>STEP:</b> The number in parentheses is the step distance.",
"encumbrance-dodge-tooltip": "\nNote: The Dodge score automatically adjusts for Encumbrance<br>\nand for HP and/or FP loss below 1/3. (B419, B426)\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t",
"encumbrance-none-0-label": "None (0)",
"encumbrance-light-1-label": "Light (1)",
"encumbrance-medium-2-label": "Medium (2)",
"encumbrance-heavy-3-label": "Heavy (3)",
"encumbrance-extra-heavy-4-label": "X-Heavy (4)",
"encumbrance-maximum-load-label": "MAX Load*",
"encumbrance-maximum-load-tooltip": "\nCarry on Back (B353) 15xBL. Thus, you can carry<br>\nmore than you can lift by yourself . . . but<br>\nevery second that your encumbrance is over 10xBL<br>\n(that is Extra-Heavy encumbrance), you lose 1 FP.<br>\n\t\t\t\t\t\t\t\t\t\t",
"current-label": "Current",
"turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers",
"movement-label": "Movement",
"turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.",
"abbreviation-start-velocity-label": "Start Vel.",
"start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.<br>\n<b>Important:</b> Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t",
"change-in-velocity-label": "Change",
"change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.",
"abbreviation-final-velocity-label": "Final Vel.",
"final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.<br>\nThe final velocity is how you start the turn and is used to<br>\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t",
"abbreviation-deceleration-penalty-label": "Decel. Pen.",
"deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.<br>\n<i>Example:</i> Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.<br> \nCan safely decelerate up to base move, no roll needed.<br>\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.<br>\nApply the appropriate skill penalty from the input forms to the right.<br>\n<b>How it works:</b> -1 per two full yards/second beyond Basic Move by which you cut your speed.<br>\n<b>NOTE:</b> make an additional roll if you're also turning.<br>\n<b>Example:</b> Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.<br>\nDriving Skill: 12, Handling: 0.<br>\nTotal Deceleration = 16 - 6 = 10.<br>\nCan safely decelerate to 16 - 3 (base move) = 13.<br>\nPenalty = 13 - 6 (goal speed) / 2 = -3.<br>\nMaking Driving Skill 12 - 3 to succeed.<br>\nsee B395.\n\t\t\t\t\t\t\t\t\t\t",
"turn-radius-label": "Turn Radius",
"turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.<br>\nTurn Radius = (Final Velocity / Base Move Score) rounded down.<br>\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.<br>\nSee B394.\n\t\t\t\t\t\t\t\t\t\t",
"tight-turn-label": "Tight Turn",
"tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.<br>\n120° facing change instead of 60°.<br>\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.<br>\nSee B395.\n\t\t\t\t\t\t\t\t\t\t",
"movement-feats-label": "Movement Feats",
"flying-label": "Flying",
"flight-label": "Flight",
"flight-tooltip": "\nCheck the box to add Flight (B56) to the character. <br>\nThis will update the Air movement column for the encumbrance table.<br>\nUse the text box to enter the number of character points used for Flight\n\t\t\t\t\t\t\t\t\t\t",
"abbreviation-air-move-label": "Air Mv",
"air-move-tooltip": "\nBase Air Move = Basic Speed * 2 = <input class=\"sheet-inline\" type=\"number\" name=\"attr_basic_air_move_unmodified\" readonly=\"readonly\"><br>\n2pts/level, you can use up and down arrows\n\t\t\t\t\t\t\t\t\t\t",
"enhanced-air-move-tooltip": "\nEnhanced Air Move<br>\nModifier box: steps of .5, you can use up and down arrows.<br>\nPoints box: 10 points per half-level, you can use up and down arrows.<br>\nEach level doubles top air move. Half-level is a multiple of 1.5.<br>\nLevel: <span name=\"attr_enhanced_air_move_level\"></span>\n\t\t\t\t\t\t\t\t\t\t",
"swimming-label": "Swimming",
"abbreviation-amphibious-label": "Amphib",
"amphibious-tooltip": "\nAmphibious: Check the box to apply Amphibious (B40) to character<br>\nThis will update the swimming movement on the encumbrance table.\n\t\t\t\t\t\t\t\t\t\t",
"abbreviation-water-move-label": "Wtr Mv",
"water-move-tooltip": "\nBasic Move = <input class=\"sheet-inline\" type=\"number\" name=\"attr_basic_water_move_unmodified\" readonly=\"readonly\"><br>\nFormula = Basic Move / 5 or Basic Move if amphibious.<br>\n5pts/level, you can use up and down arrows.<br>\nNOTE: Max +2 water move if you have swimming skill.\n\t\t\t\t\t\t\t\t\t\t",
"enhanced-water-move-tooltip": "\nEnhanced Water Move<br>\nModifier box: steps of .5, you can use up and down arrows.<br>\nPoints box: 10 points per half-level, you can use up and down arrows.<br>\nEach level doubles top water move. Half-level is a multiple of 1.5.<br>\nLevel: <span name=\"attr_enhanced_water_move_level\"></span>\n\t\t\t\t\t\t\t\t\t\t",
"jumping-label": "Jumping",
"skill-label": "Skill",
"jump-skill-tooltip": "\nJump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)\ninstead of Basic Move to calculate jumping distances. B352\n\t\t\t\t\t\t\t\t\t\t",
"abbreviation-use-strength": "Use ST",
"jumping-use-strength-tooltip": "\nCheck this box if using this <strong>Optional Rule</strong> B352.<br>\nIf Basic Lift (<input type=\"text\" name=\"attr_display_jump_basic_lift\" value=\"@{simple_lift}\" disabled=\"disabled\" class=\"sheet-textInline\">) \n&gt; body weight, use ST/4 instead of Move or Jump skill.\n\t\t\t\t\t\t\t\t\t\t",
"super-label": "Super",
"super-jump-tooltip": "\nSuper Jump: use this if you have the Super Jump as an Advantage. B89<br>\n<strong>1st column</strong> will show your modifier based on the entries for the 2nd and 3rd columns. <br>\n<strong>2nd column</strong> is the Modifier box: steps of 1, you can use the up and down arrows to change the value. <br>\n<strong>3rd column</strong> is the Points box: 10points per level, you can use the up and down arrows to change the value. Each level doubles the jump distance.\n\t\t\t\t\t\t\t\t\t\t",
"abbreviation-encumbrance-label": "Enc",
"jump-encumbrance-penalty-tooltip": "\nApply encumbrance penalty. See B352<br>\n1 for None, 0.8 for Light, 0.6 for Medium, 0.4 for Heavy, and 0.2 for Extra-Heavy.\n\t\t\t\t\t\t\t\t\t\t",
"abbreviation-preparation": "Prep",
"jump-preparation-tooltip": "\nCheck this box if you took 2 consecutive Concentration maneuvers to prepare. <br>\nLeave unchecked otherwise, in which case you will halve all jump distances. B352\n\t\t\t\t\t\t\t\t\t\t",
"feet-measurement-label": "feet",
"yards-measurement-label": "yards",
"standing-broad-jump-label": "Broad",
"standing-broad-jump-tooltip": "\nStanding Broad Jump Distance. B352<br>\n<strong>1st column</strong> will either show be (2 x Stat to use) – 3 feet or your Jump Skill/2 (rounded down). <br>\n<strong>2nd column</strong> shows you how many feet you may jump. <br>\n<strong>3rd column</strong> shows you how many yards you jump. <br>\nFormula = (2 x Stat To use) - 3 feet<br>\nStat to use: <input type=\"text\" name=\"attr_standing_broad_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\">\n\t\t\t\t\t\t\t\t\t\t",
"running-broad-jump-label": "Run",
"running-broad-jump-tooltip": "\nRunning Broad Jump Distance, under Broad Jump decryption. B352 <br>\n<strong>1st column</strong> enter how may yards you ran this turn. <br>\n<strong>2nd column</strong> shows you how many feet you may jump. <br>\n<strong>3rd column</strong> shows you how many yard you jump. <br>\nFormula = (2 x Stat To use) - 3 feet<br>\nStat to use: <input type=\"text\" name=\"attr_running_broad_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\"><br>\nMax running broad jump distance is twice standing broad jump distance.\n\t\t\t\t\t\t\t\t\t\t",
"high-jump-label": "High",
"high-jump-tooltip": "\nHigh Jump Distance. B352<br>\n<strong>1st column</strong> will either be (6 x Stat to use) – 10 inches or your Jump Skill/2 (rounded down). <br>\n<strong>2nd column</strong> shows you how many feet you may jump. <br>\n<strong>3rd column</strong> shows you how many yard you jump. <br>\nFormula = (6 x Stat To use) - 10 inches<br>\nStat to use: <input type=\"text\" name=\"attr_standing_high_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\">\n\t\t\t\t\t\t\t\t\t\t",
"run-high-jump-label": "Run",
"running-high-jump-tooltip": "\nRunning High Jump Distance, under High Jump. B352.<br>\n<strong>1st column</strong> enter in your (6 x Stat To use) plus how may yards you ran this turn. <br>\n<strong>2nd column</strong> shows how many feet you may jump straight up. <br>\n<strong>3rd column</strong> shows how many yards you jump straight up. <br>\nFormula = (6 x Stat To use) - 10 inches<br>\nStat to use: <input type=\"text\" name=\"attr_running_high_jump_stat_to_use\" value=\"\" readonly=\"readonly\" class=\"sheet-textInline sheet-width-wide\"><br>\nMax running high jump distance is twice standing high jump distance.\n\t\t\t\t\t\t\t\t\t\t",
"abbreviation-jump-move-label": "JMP MV",
"jump-move-tooltip": "\nJump move. This is actually the ‘Super Jump’ value for that Advantage. See B89<br>\nGreater of Broad Jump Yards / 5 OR Normal Ground Move.<br>\n\t\t\t\t\t\t\t\t\t\t",
"abbreviation-point-summary-label": "Point Sum",
"point-summary-tooltip": "\n<strong>Total</strong>: Manual input: Represents total value of the<br>\nPC in Character Points (spent &amp; unspent combined).<br>\n<strong>Spent</strong>: Automatic total of Spent points: <br>\nAttributes + Traits + Skills + Other.<br>\n<strong>Unspent</strong>: Has the option of being Manual or<br>\nAutomatic, depending on an option selected on the<br>\nSettings page entitled ‘Enter Unspent Points’.<br>\nManual Mode (Blue color): You manually enter your<br>\nUnspent points.<br>\nAutomatic mode (Black color): It calculates the<br>\npoint total difference between Total and Spent.\n\t\t\t\t\t\t",
"total-label": "Total",
"point-total-tooltip": "\n<strong>Total</strong>: Manual input: Represents total value of the<br>\nPC in Character Points (spent and unspent combined).\n\t\t\t\t\t\t\t",
"spent-label": "Spent",
"unspent-label": "Unspent",
"gca-format-label": "GCA Format",
"gca-format-tooltip": "\nGURPS Character Assistant (GCA) Format<br>\nTo change to GCS or Detailed go to options tab<br>\nand change the radio button for <b>Point Summary Layout</b>\n\t\t\t\t\t\t\t",
"gcs-format-label": "GCS Format",
"gcs-format-format-tooltip": "\nGURPS Character Sheet (GCS) format<br>\nTo change to GCA or Detailed go to options tab<br>\nand change the radio button for <b>Point Summary Layout</b>\n\t\t\t\t\t\t\t",
"detailed-format-label": "Detailed Format",
"detailed-format-tooltip": "\nTo change to GCA or GCS go to options tab<br>\nand change the radio button for <b>Point Summary Layout</b>\n\t\t\t\t\t\t\t",
"race-label": "Race",
"race-point-summary-tooltip": "Point Summary for Racial Traits.",
"points-summary-for-attributes-tooltip": "\nPoint Summary for: <br>\nST, DX, IQ, HT,<br>\nHP, FP, Energy Reserve One, Two, and Three,<br>\nPer, Vision, Hearing, Smell, Touch,<br>\nWill, Fright, Unconsciousness, Death,<br>\nSpeed, Move, Lift ST, Striking ST,<br>\nFlying, Air Move, Enhanced Air Move, Super Jump\n\t\t\t\t\t\t\t",
"abbreviation-advantages-label": "Adv.",
"gca-point-summary-for-advantages-tooltip": "\nPoint Summary for: <br>\nLanguages, Tech Level, Cultural Familiarities,<br>\nAdvantages, and Racial traits.\n\t\t\t\t\t\t\t",
"gcs-point-summary-for-advantages-tooltip": "\nPoint Summary for: <br>\nLanguages, Tech Level, Cultural Familiarities,<br>\nAdvantages, and Perks.\n\t\t\t\t\t\t\t",
"detailed-point-summary-for-advantages-tooltip": "\nPoint Summary for: <br>\nLanguages, Tech Level, Cultural Familiarities,<br>\nand Advantages.\n\t\t\t\t\t\t\t",
"perks-label": "Perks",
"abbreviation-disadvantages-label": "Disadv.",
"point-summary-for-disadvantages-tooltip": "Point Summary for Disadvantages",
"quirks-label": "Quirks",
"skills-label": "Skills",
"abbreviation-techniques-label": "Tech.",
"point-summary-techniques-tooltip": "Techniques",
"abbreviation-techniques-revised-label": "Tech. (r)",
"point-summary-for-techniques-revised-tooltip": "Techniques Revised",
"spells-label": "Spells",
"other-label": "Other",
"native-language-label": "Native Language",
"spoken-label": "Spoken",
"written-label": "Written",
"learned-language-label": "Learned Languages",
"miscellaneous-label": "Miscellaneous",
"technology-level-label": "Tech Level",
"technology-level-tooltip": "\nThis is the technology level that your character is familiar with.<br>\nIt costs 5 points to raise this above or below the campaign's<br>\nnormal TL.\n<div class=\"sheet-clearfix\"></div>\n<table style=\"text-align: left\">\n\t<tbody>\n\t\t<tr><td>TL0</td><td>Stone Age (Prehistory and later). </td></tr>\n\t\t<tr><td>TL1</td><td>Bronze Age (3500 B.C.+).</td></tr>\n\t\t<tr><td>TL2</td><td>Iron Age (1200 B.C.+).</td></tr>\n\t\t<tr><td>TL3</td><td>Medieval (600 A.D.+).</td></tr>\n\t\t<tr><td>TL4</td><td>Age of Sail (1450+).</td></tr>\n\t\t<tr><td>TL5</td><td>Industrial Revolution (1730+).</td></tr>\n\t\t<tr><td>TL6</td><td>Mechanized Age (1880+).</td></tr>\n\t\t<tr><td>TL7</td><td>Nuclear Age (1940+).</td></tr>\n\t\t<tr><td>TL8</td><td>Digital Age (1980+).</td></tr>\n\t\t<tr><td>TL9</td><td>Microtech Age (2025+?).</td></tr>\n\t\t<tr><td>TL10</td><td>Robotic Age (2070+?).</td></tr>\n\t\t<tr><td>TL11</td><td>Age of Exotic Matter.</td></tr>\n\t\t<tr><td>TL12+</td><td>Whatever the GM likes!</td></tr>\n\t</tbody>\n</table>\n\t\t\t\t\t\t\t",
"cultural-familiarities-label": "Cultural Familiarities",
"advantages-label": "Advantages",
"abbreviation-frequency-of-appearance-label": "FOA",
"frequency-of-appearance-tooltip": "\nFrequency of Appearance<br>\n<table>\n\t<tbody>\n\t\t<tr><td>15 or less&gt;</td><td></td>\n\t\t</tr><tr><td>12 or less&gt;</td><td></td>\n\t\t</tr><tr><td>9 or less&gt;</td><td></td>\n\t\t</tr><tr><td>6 or less&gt;</td><td></td>\n\t</tr></tbody>\n</table>\n\t\t\t\t\t\t\t",
"abbreviation-booke-reference-label": "Ref",
"book-reference-tooltip": "\n\t\t\t\t\t\t\t\tReference to book and page numbers.<br>\n\t\t\t\t\t\t\t\tExamples:<br>\n\t\t\t\t\t\t\t\tB238 = GURPS Basic, Page 238<br>\n\t\t\t\t\t\t\t\tPU2:126 = Power-Ups 2. Page 126<br>\n\t\t\t\t\t\t\t",
"modifier-label": "Modifier:",
"select-skill-modifiers-button": "Select Skill Modifiers",
"show-notes-below-label": "Show notes below in roll template",
"show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"abbreviation-self-control-number-label": "SCN",
"self-control-number-tooltip": "\nSelf-control Number OR<br>\nFrequency of Appearance<br>\t\t\t\t\t\t\t\n<table>\n\t<tbody>\n\t\t<tr><td>15 or less</td></tr>\n\t\t<tr><td>12 or less</td></tr>\n\t\t<tr><td>9 or less</td></tr>\n\t\t<tr><td>6 or less</td></tr>\n\t</tbody>\n</table>\n\t\t\t\t\t\t\t",
"disadvantages-label": "Disadvantages",
"racial-traits-label": "Racial Traits",
"general-information-label": "General Information",
"full-name-label": "Full name",
"nickname-label": "Nickname",
"gender-label": "Gender",
"size-modifier-label": "Size Modifier",
"size-modifier-tooltip": "\nThis sheet does <strong>NOT</strong> auto adjust the cost values for ST\tand Extra HP for a SM<br>\nthat is greater than 0. To do that you can use a combination of Points and<br>\nMOD entries to get the desired value. (B15, B16, <strong>B19</strong>)\n\t\t\t\t\t\t\t",
"reach-modifier-label": "Reach Mod",
"reach-modifier-tooltip": "Reach Modifier.<br />See Size Modifier and Reach, B402<br />When grappling, you get +1 To Hit per size modifier difference.",
"main-hand-label": "Main Hand",
"reactions-label": "Reactions",
"physical-description-label": "Physical Description",
"age-label": "Age",
"height-label": "Height",
"weight-heading": "Weight",
"character-weight-tooltip": "\nEnter a <strong>Numerical Value</strong> only.<br>\nDo not enter any type of indicator like lbs, pounds, kilos, etc.<br>\nThis is because the weight is added to your Inventory’s Grand Total<br>\nWeight and thus needs to be numerical.\n\t\t\t\t\t\t\t",
"eyes-label": "Eyes",
"build-label": "Build",
"hair-label": "Hair",
"physical-appearance-label": "Appearance",
"physical-appearance-tooltip": "\nThe appearance drop-down is for reference. If \nthere's a point cost, please enter your appearance and cost on\nthe Traits tab under Advantages or Disadvantages.\n\t\t\t\t\t\t\t",
"tattoos-scars-etc-label": "Tattoos, scars, etc.",
"scars-tattooe-etc-tooltip": "Scars, tattoos, distinguishing marks or features.",
"background-information-label": "Background Information",
"birth-date-label": "Birth Date",
"birth-place-label": "Birth Place",
"status-label": "Status",
"wealth-label": "Wealth",
"income-label": "Income",
"cost-of-living": "Cost of Living",
"stash-money-location-label": "Stash",
"stash-money-location-tooltip": "Total available cash stashed in banks, vaults, mattresses, etc.",
"affiliations": "Affiliations",
"home-base-label": "Home Base",
"family-label": "Family",
"background-history-label": "Background History &amp; Notes",
"training-label": "Training",
"training-tooltip": "\nTraining rules can be found at ‘Improvement <br>\nThrough Study’ B292.<br>\nAdvanced rules can be found in Social<br>\nEngineering: Back to School.\n\t\t\t\t\t\t\t",
"abbreviation-technology-level-label": "TL",
"skill-level-label": "Level",
"talent-level-label": "Talent Level:",
"formula-level-label": "Formula Level:",
"formula-label": "Formula:",
"active-defense-formula-tooltip": "Formula is based upon the active defense type.",
"formula-as-is-description": "Enter a value or use the linked item value as is.",
"formula-parry-description": "3 + (Skill or DX)/2, rounded down.",
"formula-block-description": "3 + (Shield or Cloak skill)/2, rounded down.",
"power-dodge-description": "Basic Speed + 3 + Talent/2, rounded down.",
"power-parry-description": "3 + (Innate Attack Skill + Talent)/2, rounded down.",
"power-block-physical-description": "3 + (HT + Talent)/2, rounded down.",
"power-block-mental-description": "3 + (WILL + Talent)/2, rounded down.",
"abbreviation-attribute-label": "Attr",
"abbreviation-difficulty-label": "Diff",
"skill-difficulty-tooltip": "\nWC = Wildcard Skill.<br>\nPTS = 3, 6, 12, 24, 36, etc.\n\t\t\t\t\t\t\t",
"skill-modifier-tooltip": "\nModifier applied to skill level.<br>\nCan be a positive or a negative number.<br>\nExamples include a bonus from a Talent,<br>\ndefault from another Skill or Technique,<br>\na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t",
"row-id-label": "Row ID:",
"row-id-tooltip": "\n\t\t\t\t\t\t\t\t\t\tThe row id can be used with macros.<br>\n\t\t\t\t\t\t\t\t\t\tNOTE: Future use for linking to techniques<br>\n\t\t\t\t\t\t\t\t\t\tand combat skills.<br>\n\t\t\t\t\t\t\t\t\t\tExample field name: repeating_skills_[the row id]_level<br>\n\t\t\t\t\t\t\t\t\t\tThis example would represent the skill level on that row.\n\t\t\t\t\t\t\t\t\t",
"abbrevation-miscellaneous-label": "Misc:",
"reason-for-modifier-label": "Reason for MOD (Modifier):",
"reason-for-modifiers-skills-tooltip": "\nExamples:<br>\n+1 from Talent...<br>\n+1 from Default Skill...<br>\n+1 from Enchanted Item with...\n\t\t\t\t\t\t\t\t\t",
"custom-success-fail-notes-tooltip": "\n\t\t\t\t\t\t\t\t\tSuccess, critical success, fail, and critical fail<br>\n\t\t\t\t\t\t\t\t\tnotes will be added to roll results.<br>\n\t\t\t\t\t\t\t\t\tYou can add macros to these notes.<br>\n\t\t\t\t\t\t\t\t\tThe width of these note boxes are set to help you<br>\n\t\t\t\t\t\t\t\t\tvisualize what it will look like in chat.\n\t\t\t\t\t\t\t\t",
"success-note-label": "Success Note:",
"critical-success-note-label": "Critical Success Note:",
"fail-note-label": "Fail Note:",
"critical-fail-note-label": "Critical Fail Note:",
"techniques-legacy-label": "TECHNIQUES (LEGACY).",
"techniques-legacy-tooltip": "\n<b>New Optional Feature Available.</b><br> \nA revised techniques table is available by setting the options on the character sheet.<br>\nThis revised techniques is not final, we'll make adjustments based upon feedback.<br>\n<b>New Legacy and Revised Technique Tables.</b> Options to show/hide the Legacy<br>\nTechniques table and the new Revised Techniques table.<br>\nShow both tables if you want to transfer your current techniques to the new table.<br>\nIf old technique table has no rows, then hide old table, show new table.<br>\n\t\t\t\t\t\t\t",
"parent-label": "Parent",
"abbreviation-minimum-label": "Min",
"abbreviation-maximum-label": "Max",
"cost-label": "Cost",
"techniques-revised-label": "Techniques (Revised)",
"base-level-label": "Base",
"base-skill-level-tooltip": "\nBase skill level of technique, usually<br>\nbased on Parent Skill.<br>\nsee Techniques B229\n\t\t\t\t\t\t\t",
"abbreviation-default-label": "DFLT",
"techniques-revised-default-tooltip": "\nDefault modifier to apply to the base skill.<br>\nFor example, Kicking is -2 from Brawling or Karate Skill.<br>\nEnter 0 if there is no modifier.<br>\nsee Techniques B229\n\t\t\t\t\t\t\t",
"techniques-revised-maximum-modifier-tooltip": "\nMaximum modifier allowed for the technique.<br>\nThis is relative to the parent skill.<br>\nFor example, Kicking cannot exceed Brawling + 0<br>\nor Karate + 0.<br>\nsee Techniques B229\n\t\t\t\t\t\t\t",
"technique-difficulty-tooltip": "\nDifficulty of technique.<br>\nFeats with severe consequences on a failure<br>\nor allow only one attempt are Hard.<br>\nsee Techniques B229\n\t\t\t\t\t\t\t",
"row-id-repeating-tooltip": "\nThe row id can be used with macros.<br>\nExample field name: repeating_techniquesrevised_[the row id]_level<br>\nThis example would represent the skill level on that row.\n\t\t\t\t\t\t\t\t\t",
"link-label": "Link:",
"link-to-row-id-tooltip": "Link this row to another row item.",
"copy-paste-row-id-tooltip": "\nCopy/paste the Skill or Spell Row ID to link that skill to this technique.<br>\nWhen the skill/spell is updated, the technique's parent name and base skill level<br>\nwill be updated.<br />\nOnce entered, this will change the Skill/Spell for this particular attack to match<br />\nthe skill/spell level of the Base Skill. Do not change this skill Level number manually.",
"name-label": "Name:",
"hit-location-label": "Hit Location",
"hit-location-tooltip": "\nBasic Table B552.<br>\n<strong>Optinal:</strong> Rules<br> \nNew Hit Locations<br>\nLT100-103, MA137\n\t\t\t\t\t\t\t",
"where-label": "Where",
"penalty-label": "Pen",
"hit-location-penalty-tooltip": "\nThis is the <strong>Penalty</strong> <br>\napplied to attack the <br>\nspecific location.\n\t\t\t\t\t\t\t",
"abbreviation-damage-resistance-label": "DR",
"damage-resistance-tooltip": "\n<strong>Low-Tech</strong> #/# usually means All Attack Types / Except<br>\nthis specific Type of attack.<br>\nExample: Enter as 3/2cr* means DR3 vs all attacks<br>\nexcept cr which uses DR2. * means it is Flexible<br>\narmor (B379).<br>\n<strong>High-Tech and Ultra-Tech</strong> #/# usually mean against<br>\nthese Type Attacks / All other Attack Types.<br>\nExample: Enter as 5imp, cr /2 means DR5 vs imp and<br>\ncr type of attacks and DR2 against all other types<br>\nof attacks.\n\t\t\t\t\t\t\t",
"user-created-label": "User Created",
"active-defenses-label": "Active Defenses",
"type-label": "Type",
"active-defense-type-tooltip": "\nChanging the Type will also update success/fail notes<br>\nfor that active defense.<br>\nParry, Block, and Block have default notes that can be<br>\nchanged on the options page.<br>\n<b>NOTE</b> Changing the Type will clear any previous notes<br>\nyou entered.\n\t\t\t\t\t\t\t",
"abbreviation-information-label": "Info",
"active-defense-information-tooltip": "\n<strong>F</strong>: this is a fencing weapon.<br>\n<strong>U</strong>: the weapon is unbalanced. You cannot use it to<br>\nparry if you've already attacked with it this turn<br>\n(and vice versa).\n\t\t\t\t\t\t\t",
"base-defense-skill-tooltip": "Base defense skill.",
"defense-modifiers-tooltip": "Modifiers to the defense skill.",
"half-dodge-tooltip": "Dodge is halved due to hit points or fatigue loss. See B418 or B426.",
"quarter-dodge-tooltip": "Dodge is quartered due to hit points and fatigue loss. See B418 or B426.",
"displayed-on-rolltemplate-tooltip": "Displayed on the rolltemplate.",
"custom-notes-label": "Custom Notes:",
"custom-notes-active-defense-tooltip": "Add custom notes for this active defense.",
"dodge-retreat-versus-melee-label": "Dodge and Retreat (vs. Melee Attacks Only)",
"dodge-retreat-versus-melee-tooltip": "\nAgainst a <strong>Melee Attack</strong> ONLY. (B377). It cannot be used against Ranged Attacks.<br>\nOptional Rules for Retreat can be found in MA123.\n\t\t\t\t\t\t\t\t",
"dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)",
"dodge-drop-ranged-tooltip": "\nDodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover').<br>\nIt is similar to a Dodge and Retreat, but only effective against <strong>Ranged Attacks</strong>. (B377)\n\t\t\t\t\t\t\t\t",
"knockback-label": "Knockback save vs crushing or cutting attacks",
"knockback-tooltip": "\nA <b>crushing</b> attack can cause knockback regardless of whether it penetrates DR.<br />\nA <b>cutting</b> attack can cause knockback only if it fails to penetrate DR.<br />\nFor every full ST-2 damage (<b>BEFORE</b> subtracting DR) target is moved yard <i>away</i> from attacker.<br />\n<i>NOTE:</i> If target has no ST score (like a wall) or is not resisting, use HP instead.<br />\n<br />\n<b>If knocked back</b>, Roll against DX, Acrobatics, or Judo.<br />\n-1 per yard of knockback <b>AFTER</b> the first yard.<br />\n+4 for Perfect Balance. see B378.<br />\nIf target collides with an object, use yards knocked back to calculate <i>Collisions and Falls</i> (see Combat Tools).",
"knockback-calculation-description": "1 yard per <b><span name=\"attr_knockback_points\"></span></b> points",
"knockback-hitpoints-modifier-label": "HP per yard Modifier: ",
"knockback-hitpoints-modifier-tooltip": "Modify the number of hit points required for knockback.<br />For skinny, special rules, etc.",
"abbreviation-information-notes": "INFO Notes",
"fencing-unbalanced-tooltip": "\nIf you enter F or U under the <b>INFO</b> column, the notes <br>\nbelow will be <b>replaced</b> with appropriate notes. <br>\nAny other value, and the text box will get <b>cleared</b> out.<br>\n\t\t\t\t\t\t\t\t\t\t",
"apply-combat-reflexes-label": "Apply Combat Reflexes",
"apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43)",
"defense-bonus-notes-label": "Defense Bonus (DB) Notes",
"defense-bonus-notes-tooltip": "\n<strong>Examples:</strong><br>\n+2 DB for Torso (Front Only), Skull, Neck, Hands, Head (1/6 Face), and Feet. Armor Enchantment: Deflect.<br>\n+1 DB SHIELD SIDE (Left): from Small Shield.<br>\n+1 DB for Rear only - (All but head unless hood is up). From Heavy Cloak.\n\t\t\t\t\t\t\t",
"melee-attacks-label": "Melee Attacks",
"damage-label": "Damage",
"melee-attack-damage-tooltip": "\nFor an <strong>Armor Divisor</strong>: A number in parenthesis after<br>\nthe damage - eg. (2) - is an armor divisor.<br>\nEnter this number in the <strong>Damage Notes</strong> as AD(#) or as<br>\nArmor Divisor(#).<br>\n<strong>ex</strong>: indicates the attack causes an explosion.<br>\nSee B269. Enter in the <strong>Damage Notes</strong>\n\t\t\t\t\t\t\t",
"damage-type-tooltip": "\n<table>\n\t<thead>\n\t\t<tr>\n\t\t\t<th>Abbr</th>\n\t\t\t<th>Name</th>\n\t\t</tr>\n\t</thead>\n\t<tbody>\n\t\t<tr><td>aff</td> <td>Affliction</td></tr>\n\t\t<tr><td>burn</td><td>Burning</td></tr>\n\t\t<tr><td>cor</td> <td>Corrosion</td></tr>\n\t\t<tr><td>cr</td> <td>Crushing</td></tr>\n\t\t<tr><td>cut</td> <td>Cutting</td></tr>\n\t\t<tr><td>fat</td> <td>Fatigue</td></tr>\n\t\t<tr><td>imp</td> <td>Impaling</td></tr>\n\t\t<tr><td>pi-</td> <td>Small Piercing</td></tr>\n\t\t<tr><td>pi</td> <td>Piercing</td></tr>\n\t\t<tr><td>pi+</td> <td>Large Piercing</td></tr>\n\t\t<tr><td>pi++</td><td>Huge Piercing</td></tr>\n\t\t<tr><td>spec</td><td>Special</td></tr>\n\t\t<tr><td>tox</td> <td>Toxic</td></tr>\n\t</tbody> \n</table>\n\t\t\t\t\t\t\t",
"reach-label": "Reach",
"melee-reach-tooltip": "\nThe distance in yards that the weapon can reach.<br>\n<strong>C</strong>: this weapon can be used in close combat.<br>\n<strong>*</strong>: the weapon is awkward, and requires a Ready<br>\nmaneuver to switch between different reaches.\n\t\t\t\t\t\t\t",
"close-reach-label": "Has <span class=\"emphatic\">C</span> Reach",
"close-reach-tooltip": "A reach <span class=\"emphatic\">C</span> weapon increases to reach 1, but no other effects.<br />See Size Modifier and Reach, B402",
"modifier-tooltip": "Enter the net value of all modifiers combined.<br />\nCan be a positive or a negative number.<br />\nExample: Enter 2 for Weapon’s Bond (+1) plus Magic (Accuracy: +1).<br />\nOnce entered, this will change the Skill/Spell Level for this <b>particular</b><br />\nweapon to match the Base Skill/Spell level plus this MOD (Modifier).<br />\nDo not change this level number manually.",
"weapon-notes-label": "Weapon Notes",
"melee-weapon-notes-tooltip": "\n<strong>Hint:</strong> Enter inline rolls for additional results. To show the selected arrow.<br>\nExample: Select Location: ?{Location|Head|Torso}\n\t\t\t\t\t\t\t\t\t",
"damage-notes-label": "Damage Notes",
"melee-damage-notes-tooltip": "\n<strong>Hint:</strong> Enter inline rolls for additional results.<br>\nExample: Does an additional [[1d6]] fire damage.\n\t\t\t\t\t\t\t\t\t",
"ranged-attacks-label": "Ranged Attacks",
"firing-upward-tooltip": "For firing Upward or Downward - See B407.",
"ranged-damage-tooltip": "\nFor an <strong>Armor Divisor</strong>: A number in parenthesis after<br>\nthe damage - eg. (2) - is an armor divisor.<br>\nEnter this number in the <strong>Damage Notes as AD(#) or as<br>\nArmor Divisor(#).<br>\n<strong>ex</strong>: indicates the attack causes an explosion.<br>\n<strong>[#d]</strong>: indicates the attack causes fragmentation.<br>\nSee B269. Enter in the Damage Notes\n\t\t\t\t\t\t\t</strong>",
"abbreviation-accuracy-label": "Acc",
"abbreviation-range-label": "RNG",
"range-tooltip": "Range. See B269.",
"abbreviation-rate-of-fire-label": "RoF",
"rate-of-fire-tooltip": "\nRate of Fire<br>\nThe maximum number of shots that can be fired in <br>\none turn (by a regular person).<br>\nThe minimum number of shots is 1.<br><br>\n<strong>!</strong>: minimum RoF is 1/4 of the maximum, rounded up.<br>\n<strong>mxn</strong>: fires the first number of shots, which each then<br>\nsplit into the second number (eg. shotguns)<br>\n<strong>Jet</strong>: shoots a continuous stream of fluid. See page 106.\n\t\t\t\t\t\t\t",
"shots-label": "Shots",
"shots-tooltip": "\nThe number of shots that can be fired before the<br>\nweapon must be reloaded.<br>\nThe parenthetical number indicates the number of 1<br>\nsecond ready maneuvers required to reload the<br>\nweapon.<br>\n<strong>T</strong>: the weapon is thrown. To \"reload\" it, pick it up.<br>\n<strong>i</strong>: you must load the shots individually. the listed<br>\ntime is for each shot.\n\t\t\t\t\t\t\t",
"bulk-label": "Bulk",
"bulk-tooltip": "\n<strong>Move and Attack</strong>: If you are making a ranged attack,<br>\nyou have a penalty of -2 or the weapon’s Bulk rating,<br>\nwhichever is worse (B365, B469, B548).<br>\n<strong>Close Combat</strong>: If using a ranged weapon, ignore the usual<br>\nspeed/range penalty and apply the weapon’s Bulk<br>\nstatistic as a penalty to hit. B391<br>\nIt also serves as a penalty to <strong>Holdout</strong> skill when you<br>\nattempt to conceal the weapon. B370<br>\n\t\t\t\t\t\t\t",
"abbreviation-recoil-label": "RCL",
"recoil-tooltip": "\nWhen firing at RoF 2+, every full multiple of Rcl<br>\nby which you make your attack roll means you score<br>\none extra hit, to a maximum number of hits equal<br>\nto total shots fired. See page 373.\n\t\t\t\t\t\t\t",
"malfunction-label": "Malfunction",
"malfunction-tooltip": "\nMalfunction is an <strong>Optional Rule</strong>. B278, <strong>B279</strong>, B382, tables <strong>B407</strong> &amp; HT179, with more detailed info HT79-81. If the option <i>Use Malfunction</i> is<br>\nchecked [see Sheet Options page], and if the # entered here is greater than 0, then the roll result will check for weapon malfunction.<br>\n<b style=\"color: red\">Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place. See Critical Misses B382.\n\t\t\t\t\t\t\t\t\t</b>",
"verify-label": "Verify",
"verify-malfunction-tooltip": "If Verify is checked, then roll again to verify the malfunction. see HT79",
"ranged-weapon-notes-tooltip": "\n<strong>Hint:</strong> Enter inline rolls for additional results. To show the selected arrow.<br>\nExample: Arrow: ?{Arrow Type|Bodkin|Normal}\n\t\t\t\t\t\t\t\t\t",
"ranged-damage-notes-tooltip": "\n<strong>Hint:</strong> Enter inline rolls for additional results.<br>\nExample: Does an additional [[1d6]] fire damage.\n\t\t\t\t\t\t\t\t\t",
"combat-tools-label": "Combat Tools",
"abbreviation-thrown-pounds-label": "Thrown (lbs)",
"thrown-strength-tooltip": "\nBased on Striking ST<br>\n<i>Note:</i> future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t",
"thrown-modifier-tooltip": "\nBonus or penalty per die<br>\nThrowing Art at DX Level = +1 per die<br>\nThrowing Art at DX+1 Level = +2 per die\n\t\t\t\t\t\t\t",
"thrown-super-tooltip": "\nSuper Throw Level<br>\nEach level of Super Throw, double range.<br>\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t",
"thrown-damage-tooltip": "Final damage based on ST, super throw, and damage modifier.",
"throwing-range-tooltip": "See GURPS Campaigns Page 355 for formula",
"range-calculator-label": "Range Calculator for Ranged Attacks only",
"range-label": "Range",
"firing-up-down-range-tooltip": "\nDistance between shooter and target.<br>\nSee B372-373\n\t\t\t\t\t\t\t",
"firing-up-down-speed-tooltip": "\n(2 mph = 1 yard/second).<br>\nIgnore if human like target moving 10 yards or less.<br>\nSee B372-373\n\t\t\t\t\t\t\t",
"abbreviation-size-modifier-label": "Size Mod",
"position-label": "Position",
"firing-up-down-position-tooltipo": "\nYour vertical position relative to the target.<br>\nIgnore up/down for beam type weapons like lasers.<br>\nSee <b>FIRING UPWARD AND DOWNWARD</b> B407.<br>\nFiring downward decreases distance.<br>\n<i>For every 2 yards <b>above</b> your target, subtract 1 from distance.</i><br>\nFiring upward increases distance.<br>\n<i>Example:</i> Distance 40 yards, you are 10 yards <b>above</b> the target, so <b>subtract</b> 5 yards. Final distance is 35 yards.<br>\n<i>For every 1 yard <b>below</b>&gt; your target, add 1 to distance.</i><br>\n<i>Example:</i> Distance 40 yards, you are 10 yards <b>below</b> the target, so <b>add</b> 10 yards. Final distance is 50 yards.<br>\n\t\t\t\t\t\t\t",
"elevation-label": "Elevation",
"firing-up-down-elevation-tooltip": "The number of yards you are above or below the target.",
"speed-range-label": "Speed/Range",
"abbreviation-hit-modifier-label": "Hit Mod",
"reset-label": "Reset",
"apply-label": "Apply",
"falling-collision-label": "Falling and Collision",
"abbreviation-yards-fallen-label": "Yds Fallen",
"gravity-label": "Gravity",
"abbreviation-atmosphere-label": "Atm.",
"atmosphere-tooltip": "Atmosphere",
"velocity-label": "Velocity",
"falling-velocity-tooltip": "\nIf collision, use relative velocity.<br>\nHead-on collision = Add velocity of both objects<br>\nRearend collision = Faster object - slower object<br>\nSide collision = Speed of object causing collision<br>\n\t\t\t\t\t\t\t",
"abbreviation-hit-points-label": "HP",
"falling-hit-points-tooltip": "\nHit Points of falling object or object initiating <br>\ncollision.<br>\nIf hitting immovable object, use HP*2<br>\nNOTE: If collision, if the other object is moving<br>\nit will inflict its own damage to object that initiated<br>\nthe collision.<br>\nSee B430\n\t\t\t\t\t\t\t",
"falling-label": "Falling",
"collision-label": "Collision",
"demolition-label": "Demolition",
"select-label": "Select",
"demolition-select-tooltip": "Select an explosion type to use. This will populate Type and REF fields.",
"demolition-type-tooltip": "<strong>Type</strong><br>Refer to the REF table B415.",
"abbreviation-relative-explosive-force-label": "REF",
"relative-explosive-force-tooltip": "\nRelative Explosive Force, equivalence in pounds of TNT.<br>\nTNT = 1.0. See B415.\n\t\t\t\t\t\t\t",
"abbreviation-pounds-label": "lbs",
"demolition-pounds-tooltip": "Weight in pounds required by its REF.",
"demolition-base-damage-tooltip": "Base damage role. Rules as written is 6d6.",
"abbreviation-multiplier-label": "Multi",
"damage-multiplier-tooltip": "\n<strong>Damage Multiplier:</strong><br>Enter the number to multiply 6d6 by.<br>\nAn explosion doing 6dx<i>n</i> damage takes (<i>n</i>x<i>n</i>)/4 pounds of TNT.<br>\n<b>NOTE:</b> Anyone caught in a blast may attempt an active defense<br>\nroll to dive for cover from the explosion’s collateral damage and<br>\nfragmentation; see Dodge and Drop B377.\n\t\t\t\t\t\t\t",
"abbreviation-radius-label": "Rad",
"radius-collateral-damage-tooltip": "\nRadius of collateral damage. See B414<br>\nFor instance, if an explosion does 6dx2 damage,<br>\neveryone within 24 yards is vulnerable.<br>\n<br>\nFor fragmentation damage, the radius is<br>\n5 x dice of fragmentation damage.\n\t\t\t\t\t\t\t",
"abbreviation-divisor-label": "Div",
"demolition-armor-devisor-tooltip": "\nDivisor. Amount to divide damage by based on<br>\ndistance from blast. See B414<br>\nYou can enter: <b>3</b> (default), 2, or 1.<br>\nDefault: Damage rolled / (3 x distance blast).<br>\nDamage Modifiers Explosion, see B104.<br>\nExp. +100% = Damage rolled / (2 x distance from blast).<br>\nExp. +150% = Damage rolled / (1 x distance from blast).<br>\n\t\t\t\t\t\t\t",
"abbreviation-target-label": "TGT",
"demolition-target-tooltip": "\nTarget's distance from center of blast.<br>\nDamage / (3 x distance from blast). Round down.<br>\nSee B414\n\t\t\t\t\t\t\t",
"how-much-label": "How Much?",
"demolition-how-much-tooltip": "\nDetermine how much explosive to use based on damage. TNT = 1.0<br>\nSee B415.\n\t\t\t\t\t\t\t\t",
"how-big-label": "How Big?",
"demolition-how-big-tooltip": "\nDetermine how big the explosion is based on weight.<br>\nSee B415.\n\t\t\t\t\t\t\t\t",
"fragmentation-label": "Fragmentation",
"fragmentation-damage-tooltip": "\nFragmentation damage.<br>\nSee B415.\n\t\t\t\t\t\t\t\t",
"fragmentation-skill-tooltip": "\nBase skill level for a fragmentation damage to hit a target.<br>\nA hit is <b>automatic</b> if the explosive attack actually strikes the target.<br>\nOnly three modifiers apply: the <b>range modifier</b> for the distance from the center<br>\nof the blast to the target, the modifier for the <b>target’s posture</b> (prone, etc.),<br>\nand the target’s <b>Size Modifier</b>. It is possible for several fragments to hit! For<br>\nevery <b>three points</b> by which the attack roll succeeds, one additional fragment\n<br>strikes the target.\n\t\t\t\t\t\t\t\t",
"close-range-shotgun-label": "Close Range Shotgun Damage Tool",
"abbreviation-damage-label": "DMG",
"shotgun-half-damage-tooltip": "Enter half-damage range of shotgun.",
"close-label": "Close",
"shotgun-close-range-tooltip": "Close range.",
"shotgun-new-rate-of-fire-tooltip": "New Rate of Fire",
"shotgun-new-damage-tooltip": "New Damage",
"abbreviation-damage-resistance-multiplier-label": "DR Mult.",
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"quick-inventory-label": "Quick Inventory",
"location-label": "Location",
"inventory-label": "Inventory",
"abbreviation-legality-class-label": "LC",
"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
"on-label": "On",
"inventory-carried-tooltip": "\n\t\t\t\t\t\t\t\tCarried<br>\n\t\t\t\t\t\t\t\tIs the item being carried at the moment?\n\t\t\t\t\t\t\t",
"inventory-totals-label": "TOTALS:",
"inventory-totals-tooltip": "\n\t\t\t\t\t\t\t\tTotals for all fields.\n\t\t\t\t\t\t\t",
"total-inventory-value-label": "Total Inventory Value:",
"total-inventory-value-tooltip": "\n\t\t\t\t\t\t\t\tTotal monetary value of all items (carried or not).\n\t\t\t\t\t\t\t",
"total-inventory-weight-label": "Total Inventory Weight:",
"total-inventory-weight-tooltip": "\n\t\t\t\t\t\t\t\tTotal weight of all items carried.\n\t\t\t\t\t\t\t",
"grand-total-weight-label": "Grand Total Weight:",
"grand-total-weight-tooltip": "\n\t\t\t\t\t\t\t\tGrand total of PC's weight: <span style=\"background-color: white ; font-weight: bold ; text-decoration: underline\" name=\"attr_weight\"></span>, and all items carried.\n\t\t\t\t\t\t\t",
"spells-based-on-label": "Spells Based on:",
"magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:",
"cencentration-penalty-label": "Concentration Penalty",
"cocentration-penalty-tooltip": "\n\t\t\t\t\t\t\t\t<b>Concentration</b> spell penalty<br>\n\t\t\t\t\t\t\t\t<input type=\"hidden\" name=\"attr_spell_maintained_count\" value=\"0\">\n\t\t\t\t\t\t\t\tNumber of spells: <span name=\"attr_spell_maintained_count\"></span>.<br>\n\t\t\t\t\t\t\t\t<i>NOTE:</i> Use options tab to adjust the penalty.\n\t\t\t\t\t\t\t",
"spell-label": "Spell",
"spell-tooltip": "\n\t\t\t\t\t\t\t\tName of spell\n\t\t\t\t\t\t\t",
"abbreviation-level-label": "LVL",
"trait-level-tooltip": "Level of the trait.",
"spell-skill-level-tooltip": "\n\t\t\t\t\t\t\t\tSkill level with spell\n\t\t\t\t\t\t\t",
"spell-difficulty-tooltip": "Difficulty",
"spell-skill-level-modifier-tooltip": "\n\t\t\t\t\t\t\t\tModifier applied to skill level.<br>\n\t\t\t\t\t\t\t\tCan be a positive or a negative number.<br>\n\t\t\t\t\t\t\t\tExamples include a bonus from a Talent,<br>\n\t\t\t\t\t\t\t\tdefault from another Skill or Technique,<br>\n\t\t\t\t\t\t\t\ta piece of equipment, or a Perk.\n\t\t\t\t\t\t\t",
"points-tooltip": "Points",
"spell-is-on-tooltip": "Enter a 1 or more to mark as <b>ON</b><br>\n\t\t\t\t\t\t\t\t<b><span name=\"attr_penalty_per_spell_on\"></span></b> skill penalty for each spell that is <b>ON</b>.<br>\n\t\t\t\t\t\t\t\tSee B238 or M10.<br>\n\t\t\t\t\t\t\t\tClick one at a time, wait until each penalty is applied before clicking the next one.\n\t\t\t\t\t\t\t",
"abbreviation-concentration-label": "CT",
"spell-concentration-tooltip": "Enter a 1 or more to mark the spell as <b>Under Concentration</b>.<br>\n\t\t\t\t\t\t\t\t<b><span name=\"attr_penalty_per_spell_maintained\"></span></b> skill penalty for each spell.<br>\n\t\t\t\t\t\t\t\tSee B238 or M10.<br>\n\t\t\t\t\t\t\t\tClick one at a time, wait until each penalty is applied before clicking the next one.\n\t\t\t\t\t\t\t",
"abbreviation-resisted-by-label": "RESIST",
"spell-resisted-by-tooltip": "\n\t\t\t\t\t\t\t\tResisted By\n\t\t\t\t\t\t\t",
"duration-label": "Duration",
"spell-duration-tooltip": "\n\t\t\t\t\t\t\t\tDuration of Spell\n\t\t\t\t\t\t\t",
"spell-energy-cost-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost for casting the spell.\n\t\t\t\t\t\t\t",
"time-label": "Time",
"spell-casting-time-tooltip": "\n\t\t\t\t\t\t\t\tAmount of time to cast the spell.\n\t\t\t\t\t\t\t",
"maintain-label": "Maintain",
"spell-cost-to-maintain-tooltip": "\n\t\t\t\t\t\t\t\tEnergy cost to maintain the spell.\n\t\t\t\t\t\t\t",
"class-label": "Class",
"spell-class-tooltip": "\n\t\t\t\t\t\t\t\t\t\tSpell class; Area, Blocking, Information, Melee,<br>\n\t\t\t\t\t\t\t\t\t\tMissile, Regular, Regular (Jet), Resisted, Special\n\t\t\t\t\t\t\t\t\t",
"colleges-label": "Primary College:",
"colleges-secondary-label": "Secondary College:",
"show-spell-modifier-notes-label": "Show Spell Modifier notes (see actual spell description)",
"latest-changes-updated-label": "Latest Changes: Updated",
"critical-roll-options-label": "Critical Roll Options",
"user-rules-as-written-label": "Use rules as written",
"only-on-3-or-4-label": "Only on a 3 or 4",
"turn-off-label": "Turn Off",
"skill-modifier-options-label": "Skill Modifier Options",
"no-modifier-prompt-label": "No Modifier Prompt",
"no-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tRolls will be made immediately with no prompt.\n\t\t\t\t\t\t",
"single-modifier-prompt-label": "Single Modifier Prompt",
"single-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tAsk for a bonus or penalty to be added to dice rolls.<br>\n\t\t\t\t\t\t\tThis will not affect damage rolls.\n\t\t\t\t\t\t",
"extended-modifier-prompt-label": "Extended Modifier Prompts",
"extended-modifier-prompt-tooltip": "\n\t\t\t\t\t\t\tInstead of a single modifier, rolls will ask for a series of modifiers,<br>\n\t\t\t\t\t\t\tto remind you about potential bonuses/penalties.<br>\n\t\t\t\t\t\t\tThis will not affect damage rolls.\n\t\t\t\t\t\t",
"public-or-private-rolls-label": "Public or Private Rolls",
"public-rolls-label": "Public Rolls",
"public-rolls-tooltip": "\n\t\t\t\t\t\t\tAll players will be able to see<br>\n\t\t\t\t\t\t\tyour skill level, roll and results.\n\t\t\t\t\t\t",
"private-skill-levels-label": "Private Skill Levels <em>deprecated</em>",
"private-skill-levels-tooltip": "\n\t\t\t\t\t\t\tOnly the GM will be able to see<br>\n\t\t\t\t\t\t\tyour skill level, but all players<br>\n\t\t\t\t\t\t\twill see the result.<br>\n\t\t\t\t\t\t\t<b>NOTE:</b> This now behaves just like Private Rolls\n\t\t\t\t\t\t",
"private-rols-label": "Private Rolls",
"private-rolls-tooltip": "\n\t\t\t\t\t\t\tOnly the GM will see your skill<br>\n\t\t\t\t\t\t\tlevel and the result.\n\t\t\t\t\t\t",
"repeating-technique-tables-label": "Repeating Technique Tables",
"show-original-label": "Show Original",
"show-original-tooltip": "Show the original techniques table.",
"show-revised-label": "Show Revised",
"show-revised-tooltip": "Show the revised techniques table.",
"point-summary-layout-label": "Point Summary Layout",
"abbreviation-gurps-character-assistant-label": "GCA",
"gurps-character-assistant-tooltip": "GURPS Character Assistant.",
"abbreviation-gurps-character-sheet-label": "GCS",
"gurps-character-sheet-tooltip": "GURPS Character Sheet.",
"detailed-label": "Detailed",
"point-summary-detailed-tooltip": "\n\t\t\t\t\t\t\t\tCustom view displaying each section total.<br>\n\t\t\t\t\t\t\t\tIncluding the deprecated Misc. Points box.\n\t\t\t\t\t\t\t",
"enter-unspent-points-label": "Enter Unspent Points",
"enter-unspent-points-tooltip": "Check if you would like to manually track your unspent points",
"add-to-combat-tracker-label": "Add to combat tracker",
"public-speed-tracker-label": "Public Speed Tracker",
"public-speed-tracker-tooltip": "Show basic speed and add to Chat message to public.",
"private-speed-tracker-label": "Private Speed Tracker",
"private-speed-tracker-tooltip": "Show basic speed and add to Chat message to GM.",
"spell-options-label": "Spell Options (See B238, M10)",
"spell-options-table": "\n\t\t\t\t\t\t<table>\n\t\t\t\t\t\t\t<tbody><tr>\n\t\t\t\t\t\t\t\t<td>\n\t\t\t\t\t\t\t\t\tPenalty for each spell <b>ON:</b> \n\t\t\t\t\t\t\t\t</td>\n\t\t\t\t\t\t\t\t<td>\n\t\t\t\t\t\t\t\t\t<input type=\"number\" step=\"1\" value=\"-1\" name=\"attr_penalty_per_spell_on\">\n\t\t\t\t\t\t\t\t</td>\n\t\t\t\t\t\t\t</tr>\n\t\t\t\t\t\t\t<tr>\n\t\t\t\t\t\t\t\t<td>\n\t\t\t\t\t\t\t\t\tPenalty for each spell <b>Concentrated On:</b> \n\t\t\t\t\t\t\t\t</td>\n\t\t\t\t\t\t\t\t<td>\n\t\t\t\t\t\t\t\t\t<input type=\"number\" step=\"1\" value=\"-3\" name=\"attr_penalty_per_spell_maintained\">\n\t\t\t\t\t\t\t\t</td>\n\t\t\t\t\t\t\t</tr>\n\t\t\t\t\t\t</tbody></table>\n\t\t\t\t\t",
"abbreviation-show-rules-as-written-notes-label": "Show Active Defenses RAW Notes",
"abbreviation-show-rules-as-written-spell-notes-label": "Show Spell RAW Notes",
"abbreviation-show-rules-as-written-notes-tooltip": "\n\t\t\t\t\t\t\t\tShow Rules as Written Success/Fail notes\n\t\t\t\t\t\t\t",
"damage-dice-icon": "Damage Dice Icon",
"use-malfunction-label": "Use Malfunction",
"use-malfunction-tooltip": "If checked, roll results will check for malfunction.",
"stat-modifier-options-label": "Stat Modifier Options",
"modifiers-to-attributes-increase-all-label": "Mods to attributes increase all derived stats (including HP, FP)",
"modifiers-to-attributes-increase-most-label": "Mods to attributes increase most derived stats (not HP, FP)",
"modifiers-to-attributes-increase-none-label": "Mods to attributes do not increase derived stats",
"sheet-style-label": "Sheet Style",
"sheet-style-description": "Selects a visual style for the character sheet",
"falling-collision-damage-notes-label": "Falling &amp; Collision Damage Notes",
"demolition-damage-notes-label": "Demolition Damage Notes",
"fragmentation-skill-notes-label": "Fragmentation Skill Notes",
"fragmentation-damage-notes-label": "Fragmentation Damage Notes",
"fragmentation-recoil-label": "Fragmentation Recoil:",
"spell-critical-success-notes-label": "Spell Critical Success Notes",
"spell-fail-notes-label": "Spell Fail Notes",
"spell-critical-failure-notes-label": "Spell Critical Failure Notes",
"editable-wound-modifier-notes-label": "Editable Wound Modifier Notes",
"editable-wound-modifier-notes-description": "Initial wound modifier notes based on GURPS 4th Edition - Campaigns",
"show-notes-in-roll-template-label": "Show notes in roll template",
"cutting-label": "Cutting",
"impaling-label": "Impaling",
"crushing-label": "Crushing",
"abbreviation-piercing-label": "PI",
"afflication-label": "Affliction",
"burn-label": "Burn",
"corrosion-label": "Corrosion",
"fatigue-label": "Fatigue",
"toxic-label": "Toxic",
"special-label": "Special",
"gurps-4th-edition-wiki-button": "GURPS 4th Edition Roll20 Wiki Page",
"gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 1",
"abbreviation-book-reference-label": "Ref",
"minimum-label": "Minimum",
"rolltemplate-minimum-damage-description": "\n\t\t\t\t\t\t\tApplied to Target's DR<br>\n\t\t\t\t\t\t\tSee B378 <b>Damage Roll</b>\n\t\t\t\t\t\t",
"roll-label": "Roll:",
"target-label": "Target",
"recoil-label": "Recoil",
"abbreviation-malfunction-label": "Malf",
"resisted-by-label": "Resisted by",
"base-label": "BASE",
"ranged-critical-miss-by-10-description": "Critical miss by 10 or more doesn't apply to ranged weapons. See B382",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "<span style=\"color: red; font-weight:bold;\">Verify!</span> roll 3d6 again to verify the results. See HT79.<br />",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.<br />\n<b style=\"color:red;\">NOTE:</b> Malfunction has <i>priority</i> over a critical miss: if both would occur, only the malfunction takes place. Critical Misses, Basic Set, page 382."
}